文化:修订间差异

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[[File:Map culture.PNG|512px|thumb|right|1066年的文化]]
[[File:Map culture.png|512px|thumb|right|1066年的文化]]
{{N|文化|Culture}} [[province|省份]]或[[character|角色]]的民族、语言和传统的抽象表现。文化被分为多个'''文化组,'''而同文化组内的文化会认为彼此相比文化组外的文化更相近。
{{N|文化|Culture}} [[province|省份]]或[[character|角色]]的民族、语言和传统的抽象表现。文化被分为多个'''文化组,'''而同文化组内的文化会认为彼此相比文化组外的文化更相近。



2020年3月18日 (三) 09:24的版本

1066年的文化

文化(英文:Culture省份角色的民族、语言和传统的抽象表现。文化被分为多个文化组,而同文化组内的文化会认为彼此相比文化组外的文化更相近。

在游戏开始时,大多数国家的文化都是相对单一的,只有很少的国家包含多种文化,几乎没有国家包含多种文化组。然而,随着领地的扩张,它不可避免地会并入其他文化的省份,这些异文化的省份会带来各种永久或暂时的惩罚。

大多数文化拥有文化特色近卫军城堡里的特殊文化建筑,导致不同的军队构成。有的文化能够解锁特殊的事件、决议政体和特殊的继承法和性别法。部分文化允许劫掠,这使得他们成为邻国的潜在威胁。

大多数政府类型允许持有相同文化的部落而不受惩罚,游牧民除外。

角色文化

游戏中每个角色都认同一种文化,这影响他们和同一国家内其他角色的关系。在同一国家内,角色对其他文化的角色好感-10,而跨文化组好感-20(通过宽容科技减少)。除了影响好感,文化直接影响封臣是否加入独立和宣称者派系。文化差异不影响国家间的好感,但减少接受附庸要求的意愿。

文化决定家族姓氏和 (连同宗教)名字的产生。一些文化的国家以家族命名。如果一个家族控制多个国家,仅家族领袖将这样做,其他的领地退回到头衔名称。

图像文化代表一个角色的种族和血统。它随机遗传自一位亲生父母并影响肖像。图像文化一般不直接影响游戏性,但可以帮助你确定谁是一个 "隐藏的鸠占鹊巢的私生子"。如果你有密谋生活重心并且希望剥夺一个头衔,这将变得有用。

有三种动物表象的文化具有一些特殊的游戏效果。熊和龙表象的角色可以以更小的代价吃掉囚犯。马表象的角色可以使用一个特殊的选项马配偶的福利,这个选项可以让它的配偶变成它的爱人。马表象的角色也可以接受一个随机事件,在这个事件中,它们跟随一个预言去爬山,这可能会给它们一个强大的永久buff或一个装备。

省份文化

游戏中每个省份拥有一种代表此地主流的文化。持有者文化和省份文化的不协调提升叛乱风险。一位统治者如果宁愿处理更麻烦的封臣而不对抗农民叛乱,可以选择分封和被征服领地相同文化的封臣。

对于部落, 文化不协调也减少直辖领收入征召兵。作为补偿,部落制统治者可以指派财政大臣 展开“定居部落”行动, 这是更容易改变省份文化的方法之一。如果封建和共和制统治者持有相同文化省份内的部落,则不受惩罚。

一个没有地产的省份(例如一个游牧省份)和它的持有者的文化保持一致。

文化与征服

大部分CB设有一个新近管理的惩罚作用于拥有者改变的地产上,减少税收,严重减少征召兵补员。此惩罚的持续时间取决于文化和宗教差异。地产未改变持有者,仅是拥有一个新领主,不获得此惩罚。

宣称战争和入侵设有一个隐藏的征服文化,作用于一个被征服的伯爵或更高级别的头衔。例如,诺曼征服可能产生英国针对诺曼的征服文化,减少本地封臣对诺曼领主(-30 外国征服者)的好感。通过用和你相同文化的新封臣替代旧封臣或者转变到本地文化(或其他文化),可以移除此惩罚。

征服文化旗标的一个益处是它提高省份文化转变的几率。尽管强/弱宣称战争设立这个旗标,但是原始宗教和伊斯兰教征服不设立。

战斗中的三种文化加成

(1)文化特色近卫军的特殊加成可以和(2)文化建筑带来的加成相累积,同时还可以通过指挥官触发(3)文化限定战术来进一步提高战斗加成。

文化加成作用于作战单位,下列两种文化加成可以直接增益于作战单位:

(1)文化特色近卫军的特殊加成可以对特定的近卫军带来属性上的增益,增益效果由组建近卫军时统治者的文化决定。

(2)文化建筑加成作用于所属地产的作战单位,且由所在省份的文化决定加成效果。近卫军可以从首都的文化建筑获得加成。

如果以上两种加成作用于同一种作战单位,近卫军因为能受到首都文化建筑的加成,从而可以同时获得这两种加成,即使这两种加成是由不同文化带来的(例如:弩兵可以从长弓兵训练场获得加成)。

(3)最后,还有第三种文化加成可以提高战斗时的表现:一些特殊的战术可以由指挥官所在的分路位置和文化触发(例如:英格兰文化的指挥官可以触发大规模长弓齐射战术)。这类指挥官被称为第三种文化加成。

角色文化转变

角色如果出生于父系婚姻或妾生,就会跟随父亲的文化;如果出生于入赘婚姻或非婚生,则会跟随母亲的文化。除极少数情况外,改变这种状况的唯一方法是通过孩子的监护人。

通过教育

如果一位监护人拥有土地或者和他的领主有相同文化,他有很好的机会转变他的受监护人的文化。

平均的发生时间如下:

监护人拥有的特质
Diligent.pngGregarious.png 30个月
Diligent.pngGregarious.png 60个月
Diligent.pngShy.png 120个月
无特质
Slothful.pngGregarious.png
Slothful.pngShy.png 240个月
Slothful.pngShy.png 480个月

正如你所见,一个儿童一般持续10年拥有一个监护人,如果监护人没有特质修正此几率,这个时间过后文化转变有50%几率发生。如果监护人是勤奋和/或合群,这将更有可能发生,正如正态分布集中于2.5或5年;另一方面,如果监护人是害羞和/或懒惰,文化转变变得相当不可能。

所以如果你想要改变你的孩子的文化,你应该指派一位属于目标文化,位于属于目标文化的统治者的宫廷中,拥有勤奋和/或合群特质的监护人。

如果 DLC icon Conclave.png 御前会议DLC激活,传统儿童生活重心可以转变一名儿童的文化(和宗教)到监护人的文化(和宗教)。

转变为首都文化

印度罗阇DLC未激活时,一场随机发生的事件将给统治者一个选项,让他们转变为首都的文化。

Rajas of India.png印度罗阇DLC激活时, 统治者会有一个转变为他们的首都文化的决议 。需花费500威望。如果封臣和他们领主的文化相同,他们将禁用这个决议。

省份文化转变

每个省份在游戏开始时都有一种文化,可以随着时间的推移而转变。

从相邻省份传播

当一位角色的直辖领拥有一个不属于自身文化的伯爵领,它邻接至少一个属于该角色文化并且被相同文化角色(可能是同一角色)拥有的省份,最常见的事件能够触发。因此,通過這種方式幾乎不可能將任何文化傳播到島嶼 as they cannot possibly border a county of your culture unless it was present at game start.

只要先决条件满足,传播速度主要取决于一个因素:统治者的管理能力,其MTTH如下:

统治者管理能力 转换省份为相邻文化的MTTH
0-1 506.25 年
2 337.5 年
3 225 年
4 150 年
5-8 100 年
9-10 75 年
11-12 56.25 年
13-14 42.1875 年
15+ 31.67 年

拥有 DLC icon Reaper's Due.png死神索命,省份人口减少也减少其MTTH。属于“被传播”文化的邻接省份也需要不是人口减少来允许这个事件触发。

人口减少等级等级 MTTH 最快MTTH
1 75 年 23.7525 年
2 50 年 15.835 年
3 25 年 7.9175 年

正如你所见,只要一个角色拥有高管理属性,他可以相当快地转换省份为他的文化。尽管控制人口减少有一点棘手,因为相当于管理流行病传播,但它给予了一个同样强力的回报。如果使用某些特定宣战理由吞并,省份会获得“征服文化”修正,提供0.75的修正值,最终的MTTH会变为5.9381年。

转变为征服文化

某些類型的戰爭會建立了“征服文化”的標籤,即使該文化沒有相鄰的省份,也可以轉換為該文化。像上述事件一樣,隨著管理能力值的提高,MTTH也會降低,省份人口減少、及財務大臣管理領地的任務也會影響。 CBs that use vassalize_or_take_under_title usurp and set conquest culture on counties that cannot be vassalized, such as counties owned by rulers who also control land elsewhere:

  • 聖戰(which helpfully refuses to vassalize infidels unless the attacker is Muslim)
  • Most CBs that target all land within a de jure title

CBs that use gain_all_occupied_titles usurp and set conquest culture on occupied counties:

  • Sanctioned Invasion
  • 部落入侵
  • 準備入侵
  • 遊牧入侵
  • 大起義 (異端叛亂、宗教叛亂、Liberation Revolt、什葉派哈里發起事、Decadence Invasion)

The following CBs explicitly set conquest culture on the disputed title, allowing conversion of only the holder's demesne provinces:

  • All claim wars set it on the claimed title(s), using the attacker's culture
  • Crusades, using the winner's culture (often the most participating attacker)
  • Sanctioned Invasion
  • Decadence Invasion

Other CBs might not set conquest culture. For example, Border Dispute wars and Pagan County Conquest do not set it. Conquest culture can be seen in-game only with debug tooltips (charinfo console command). It can however be inferred from the "-20: Foreign Conqueror" opinion from native vassals toward any liege of the conquest culture.

财政总管任务

Tribal rulers can send their steward to Settle Tribe in demesne provinces for cultural conversion, the base MTTH for the conversion is 50 years. (Tripled if the ruler is a count) AI rulers do not send their stewards on this mission.

The speed of the conversion primarily depends on the steward's stewardship skill, and the mean time to happen is as follows:

Steward stewardship MTTH to convert province
0-1 122.07 years
2 97.66 years
3 78.13 years
4 62.5 years
5-8 50 years
9 37.5 years
10 28.13 years
11 21.09 years
12 15.82 years
13+ 11.87 years

With DLC icon Monks and Mystics.png Monks and Mystics DLC, rulers can send their steward to Administer Realm to increase the speed of cultural conversion of Spread from adjacent province or Conversion to conquest culture in demesne provinces.

The effect of the steward's mission to Administer Realm is as follow:

Steward stewardship MTTH multiplier
0-9 0.95
10+ 0.75

DLC icon Reaper's Due.png 繁荣事件

A province that has prosperity level 2 may get an event allowing the ruler to fix its culture for 100% of yearly income. Doing so also converts the province's religion and removes the nomad agitation modifier, if relevant.

The province must be the ruler's crown focus province. The event is more frequent with high stewardship skill and high learning skill.

The base mean time to happen for the event is 40 years. (Doubled if the ruler is not independent) The optimal MTTH of the event is 13.9471 years. (Independent ruler with 18+ stewardship, 18+ learning, Smart , Diligent.png, Architect.png or Administrator.png or Scholar.png or Gardener.png, and at least a level 3 education trait on stewardship, diplomacy, or learning)

文化熔炉

There are special events allowing some cultures to give rise to new ones, and allowing these new cultures to spread quickly within the old ones. If certain conditions are met, human players can convert themselves and some of their courtiers by right-clicking on their character portrait and selecting the Convert to new culture decision.

  • Norse splits into several cultures starting in 950.
    • Province flipping stops if the top liege is Norse and holds either an empire or multiple kingdoms (it doesn't matter which ones) or if the province owner's head of religion is of Norse culture.
    • Ruler flipping stops if the top liege is Norse and controls Uppland (Sweden), Akershus (Norway), and Sjaelland (Denmark).
    • Provinces can flip back to Norse after 1150.
    • Norse does not suffer 'foreigner' penalties with its child cultures.
  • Norman is formed if a Norse ruler owns a Frankish, Occitan or Breton province.
  • English is formed if a Norman ruler owns an Anglo-Saxon province in the region of England after 1100.
  • Lombard (flips to Italian): Lombard rulers and provinces exist until well after the 1066 start date. They are MUCH more common in 769, however. MTTH reduced to 30% of original time if province owner is Latin culture group.
  • Dutch culture is formed by event from Frankish, Frisian, or Saxon provinces in the duchies of Holland, Gelre, Brabent, and Flanders. MTTH halved for all 3 cultures if province owner is Dutch.
  • Many cultures only appearing in the 769 DLC icon Charlemagne.png Charlemagne and/or 867 Dlc icon the old gods.png Old Gods start dates:
    • DLC icon Charlemagne.png Dlc icon the old gods.png Visigothic splits up into Castillian, Catalan, Occitan, or Andalusian unless controlled by a powerful Visigoth ruler (emperor or multi-king) or if province owner's head of religion is Visigothic (the province himself owner need not be Visigothic, only his religious head). There is a province-based event to flip in 850. Will become Castillian, Catalan or Occitan if province is non-Muslim, specific culture is selected by region. A province owner of the new culture for that region halves MTTH. Will become Andulasian if province is Muslim, and in region custom_andulasia. A province owner of the Arabic culture group halves MTTH.
    • DLC icon Charlemagne.png Dlc icon the old gods.png Suebi flips to Portuguese, if non-Muslim. Portuguese province owner halves MTTH.
    • DLC icon Charlemagne.png Saxon flips to German (or Dutch) once Widukind rebellion has happened, unless controlled by a powerful Saxon ruler or if both province owner and his head of religion are Saxon (flips to Dutch if in the duchies of Holland, Gelre, Brabent, and Flanders). MTTH halved if province owner is German.
    • DLC icon Charlemagne.png Frankish flips to French, or Dutch if in the duchies of Holland, Gelre, Brabent, and Flanders. To flip to French, the province owner must have either Frankish culture or any culture from the Latin group. A province owner with Latin culture group halves MTTH. The player conversion decision is titled "Embrace the Carolingian Renaissance".
    • DLC icon Charlemagne.png Pictish flips to Scottish unless controlled by a powerful Pictish ruler (emperor or multi-king) or if province owner is Pictish
    • DLC icon Charlemagne.png Frisian (flips to Dutch if in the duchies of Holland, Gelre, Brabent, and Flanders). MTTH halved if province owner is Dutch.
    • DLC icon Charlemagne.png Ilmenian, Severian, Volhynian merge into Russian when ruler is either:
      • not an unreformed pagan OR
      • not of East Slavic or Finno-Ugric culture OR
      • already Russian

斯多葛学派:开化省份

Members of the Stoic Intelligentsia (the monastic order for Hellenics) may convert a county's culture by spending devotion.

策略

(Without Conclave) If you want to change your child's culture, assign a guardian of that culture with the diligent and/or the gregarious trait. The guardian must be a ruler or in a court with the same culture. You can find appropriate guardians by right-clicking any character of the culture, selecting "show character relations", selecting "my culture", and typing "diligent" or "gregarious". With Conclave, use the Heritage childhood focus.

Assign high-stewardship characters of your culture as counts on the edge of your culture. They'll rapidly change the culture to their own, getting rid of the revolt risk.

Try to have a single county per character. As the culture change event fires on a character level, a single character owning more than one county makes it less likely to happen on a per-county level. This also ensures that your vassals are weakened, and unlikely to challenge your rule.

Try to have your vassals belong to your culture, as you'll get lower revolt risk and avoid the foreigner opinion penalty. Vassals with foreign cultures and located far away from your capital are much more likely to start independence factions.

Prioritize conquering same-culture provinces over provinces of a different culture. Prioritize same culture-group over different culture groups. You'll get less severe penalties that way.

文化和继承/政体

  • Under Horse Lords.png nomadic succession, having a different culture from the present head of the clan will disqualify a dynast from succession.
  • Non-Celtics will no longer be able to use Tanistry succession once they inherit,unless they have a Holy Fury.pngbloodline that allows tanistry.
  • A culture from the Tibeto-Burman culture group is required for Rajas of India.pngDlc icon the old gods.pngJade Dragon.png Monastic Feudalism.
  • Jade Dragon.pngChinese Imperialism requires Khitan, Tangut, or Jurchen culture or Chinese culture group. Upon inheritance, the successor will be given the chance to convert if their culture is not "correct".

文化列表

注意::下表的文化顺序是00_cultures.txt中文化的顺序

文化 文化组 基础组种族 基础种族 特点 代码
诺斯 北日耳曼 westerngfx norsegfx
  • 诺斯文化会因事件在950年至1150年分裂为其余三种文化。避免被转文化的方法有:最上级领主持有帝国头衔且为诺斯文化;最上级领主持有多个王国头衔且为诺斯文化;宗教领袖为诺斯文化。
  • 即使不信仰日耳曼多神教,也可以制作符石
  • 独立的公爵领被称为小型王国
  • 即使宗教和政体不允许,诺斯文化的统治者也可以开启掠夺。
norse
瑞典 swedish
挪威 norwegian
丹麦 danish
日耳曼 中日耳曼 westerngfx germangfx german
伦巴第 Converts to Italian if in de jure Italy, Sicily, or Sardinia and Corsica lombard
法兰克 轉換成法蘭西文化(弗里西亞地區除外) old_frankish
苏维汇 如果在法理上屬於加利西亞或葡萄牙且所有者不是穆斯林,則轉換為葡萄牙文化 suebi
英格兰 西日耳曼 westerngfx englishgfx 在1100年后如果诺曼人统治英格兰地区的盎格鲁-撒克逊省份,可通过事件创建。 english
盎格鲁-撒克逊 saxongfx 独立的公爵领被称为小型王国 saxon [sic]
撒克逊 在撒克遜叛亂事件發生後,將轉換成德意志文化(如果薩克森仍然獨立於法蘭克人,那將不會發生.) old_saxon
弗里斯兰 當法理上屬於弗里斯蘭將轉換為荷蘭文化 frisian
荷兰 germangfx 法理上屬於弗里西亞的法蘭克,撒克遜或弗里斯蘭文化將轉變為荷蘭文化 dutch
法兰西 拉丁 westerngfx frankishgfx frankish [sic]
诺曼 normangfx 如果諾斯文化的領主統治法蘭克、奧克或布列塔尼文化的省份,將由事件觸發並轉換 norman
意大利 italiangfx 當選為紅衣主教的可能性更高 italian
奥克 trueoccitangfx occitan
罗马 romangfx 可以通过决议重建。Blinded.png盲人没有继承权。 roman
达尔马提亚 dalmatiangfx 盲人没有继承权。 roman dalmatian
海外 outremergfx 可以通过决议创建。 outremer
撒丁 italiangfx sardinian
巴斯克 伊比利亚 occitangfx italiangfx 允许使用男女平等性别法。 basque
卡斯蒂利亚 southerngfx castillan [sic]
加泰罗尼亚 catalan
葡萄牙 portuguese
西哥特 根據法理上所屬王國和所有者宗教,轉換為卡斯蒂利亞,加泰羅尼亞,奧克或安達盧西亞文化 visigothic
阿尔贝里亚 拜占庭 easterngfx byzantinegfx 可以阉割或者致盲囚犯。Blinded.png盲人没有继承权。 arberian
亚美尼亚 byzantinegfx armenian
希腊 byzantinegfx greek
阿兰 easternslavicgfx alan
格鲁吉亚 byzantinegfx georgian
亚述 persiangfx assyrian
科普特 byzantinegfx coptic
哥特 crimeangfx crimean_gothic
爱尔兰 凯尔特 westerngfx celticgfx 允许使用凯尔特选任法继承法。

独立的公爵领被称为小型王国

irish
苏格兰 scottish
皮克特 pictish
威尔士 welsh
布列塔尼 breton
芬兰 芬兰-乌戈尔 easterngfx ugricgfx finnish
萨米 lappish
爱沙尼亚 ugricbaltic
科米 komi
汉特 khanty
涅涅茨 samoyed
莫尔多瓦 mordvin
梅晓拉 meshchera
拉特加莱 波罗的 easterngfx ugricgfx lettigallish
立陶宛 lithuanian
普鲁士 prussian
突厥 阿尔泰 turkishgfx turkishgfx

All Altaic cultures can raid. All Altaic cultures can use Tribal Invasion CB if Pagan, and either Tribal government or Elective Gavelkind succession.

Mongol, Khitan and Jurchen (Horde cultures) are restricted to Agnatic succession. Without Horse Lords, Horde cultures can use Tribal Invasion if non-Christian.

Mongols 即使不信仰有組織的宗教,也可以使用幼子繼承法。 他們還可以啟用“成為成吉思汗”的決議。

Khazars: Radhanite Quarter available for Silk Road Trade Posts

Turkish, Karluk and Khitan 使用家族名稱作為頭銜名稱

契丹人女真人可以使用决议采用中华帝国制

turkish
佩切涅格 pecheneg
库曼 cumangfx cuman
可萨 turkishgfx khazar
保加尔 bolghar
阿瓦尔 avar
葛逻禄 cumangfx karluk
黠戛斯 kirghiz
回鹘 uyghur
蒙古 mongolgfx mongol
契丹 chinesegfx khitan
女真 jurchen
贝都因 阿拉伯 muslimgfx arabicgfx 使用家族名稱作為頭銜名稱。 bedouin_arabic
柏柏尔 berbergfx 使用家族名稱作為頭銜名稱。可以劫掠其他領主。 maghreb_arabic
黎凡特 levantinegfx 使用家族名稱作為頭銜名稱。 levantine_arabic
埃及 levantinegfx egyptian_arabic
安达卢西亚 berbergfx andalusian_arabic
罗斯 东斯拉夫 easterngfx easternslavicgfx russian
伊尔门 Converts to Russian if owner is not an unreformed pagan, not East Slavic or Finno Ugric, or is already Russian ilmenian
西维利亚 severian
沃里尼亚 volhynian
波美拉尼亚 西斯拉夫 easterngfx westernslavicgfx pommeranian [sic]
波西米亚 bohemian
波兰 polish
斯诺伐克 slovieni [sic]
克罗地亚 南斯拉夫 easterngfx croatsouthslavicgfx croatian
塞尔维亚 serbsouthslavicgfx serbian
瓦拉几亚 serbsouthslavicgfx romanian
保加利亚 serbsouthslavicgfx bulgarian
波斯尼亚 croatsouthslavicgfx bosnian
卡拉塔尼亚 serbsouthslavicgfx carantanian
匈牙利 马扎尔 easterngfx magyargfx
  • Can use Tribal Invasion if Pagan, and either Tribal government or Elective Gavelkind succession.
  • 可以劫掠其他領主。
  • 姓被放在前面。
hungarian
波斯 伊朗 muslimgfx persiangfx 使用家族名稱作為頭銜名稱。 persian
粟特 Independent dukes are called petty kings. sogdian
吐火罗 tocharian
库尔德 Uses dynasty name as realm title. kurdish
阿富汗 afghan
俾路支 baloch
塞种 Independent dukes are called petty kings. saka
埃塞俄比亚 东非 muslimgfx africangfx 獨立的公爵將被稱作小型王國。 ethiopian
索马里 somali
努比亚 nubian
达朱 獨立的公爵將被稱作小型王國。 可以劫掠其他領主。 daju
卡努里 中非 muslimgfx westafricangfx kanuri
豪萨 hausa
扎加瓦 zaghawa
曼德 西非 muslimgfx westafricangfx manden [sic]
索宁凯 soninke
桑海 songhay
纳瓦 中美洲 mesoamericangfx mesoamericangfx Horde culture: can use Tribal Invasion if not Christian (or if Pagan, and either Tribal government or Elective Gavelkind succession, with Horse Lords installed) restricted to Agnatic gender law. Can always raid for loot. nahuatl
阿什肯纳兹 以色列 easterngfx byzantinegfx 沒有省份擁有此文化,但會有事件出現該文化的人。

Radhanite Quarter available for Silk Road Trade Posts

ashkenazi
塞法迪 sephardi
旁伽罗 印度雅利安 indiangfx indiangfx 使用家族名稱作為頭銜名稱。 bengali
乌梨耶 oriya
阿娑摩 assamese
印度斯坦 hindustani
瞿折罗 gujurati
五河 panjabi
罗阇弗多 rajput
信度 sindhi
末罗祉 marathi
僧伽罗 sinhala
尼波罗 bodpagfx 獨立的公爵將被稱作小型王國。 可以劫掠異教徒。 nepali
耽弥罗 达罗毗荼 southindiangfx southindiangfx 使用家族名作为头衔名称 tamil
泰卢固 telugu
迦那陀 kannada
吐蕃 藏缅 bodpagfx bodpagfx
  • 姓被放在前面
  • 总是可以劫掠
  • 独立的公爵领被称为小型王国
  • 如果宗教是苯教或佛教,可以采取僧侣封建制
  • 党项人可以使用决议采用中华帝国制
bodpa
党项 tangut
象雄
  • 姓被放在前面
  • 总是可以劫掠
  • 独立的公爵领被称为小型王国
  • 如果宗教是苯教或佛教,可以采取僧侣封建制
  • 允许使用男女平等性别法。
zhangzhung
孙波 sumpa
中华 chinesegfx chinesegfx
  • 姓被放在前面
  • 可以阉割囚犯
  • 入侵中国后,王朝更有可能继续掌权。
  • 可以使用决议采用中华帝国制
han
horsegfx horsegfx Can be created through the Conclave or The Reaper's Due version of the events where a Lunatic.png ruler appoints his horse the realm chancellor or Court Physician.
  • +10 家族好感
  • +20 蒙古文化的好感
horse
catgfx catgfx Can be created through the absurd "Mittens the Spymaster" event chain, for a Lunatic.png ruler who has a pet cat
  • +25% 生育能力
  • -5 附庸好感
  • +20% Murder Plot Power
cat
beargfx beargfx bear
刺猬 刺猬 hedgehoggfx hedgehoggfx
  • 可以劫掠其他領主
  • +25% 生育能力
  • +20% 陰謀防禦力量
hedgehog_culture
鸟类 duckgfx duckgfx
  • 可以劫掠其他領主
  • +25% 生育能力
  • +20% 攻城速度
duck_culture
犬科 doggfx doggfx
  • +25% 生育能力
  • +5 大眾好感
dog_culture
长鼻目 elephantgfx elephantgfx
  • +2 學習
  • -25% 生育能力
  • +2 健康
  • -20% 陰謀防禦能力
  • +10 個人實戰能力
elephant_culture
龙科 dragongfx dragongfx
  • 可以劫掠其他領主。
  • +10% Demesne Income
  • -50% 生育能力
  • +4 健康
  • -10 大眾好感
  • +30 個人實戰能力
  • Can burn prisoners
  • Can eat prisoners (graphical culture only) without incurring a "Crazy Cannibal" penalty modifier
dragon_culture
小熊猫 熊猫科 redpandagfx redpandagfx
  • 附庸好感 +5
  • +10% 軍隊士氣
  • -15% 生育能力
red_panda

强力文化

You might want to convert to one of these powerful cultures, especially if you have a sprawling empire and most of your vassals will consider you a foreigner no matter what you choose.

Retinues are listed here if they are better than the mix of defence and shock for dealing with mixed levies.

Before jumping the gun with retinues, check the old thread at PI forums https ://forum.paradoxplaza.com/forum/index.php?threads/comprehensive-retinue-comparisons-for-horse-lords-2-4-x.872371/ for latest known comprehensive analysis of retinues in general and cultural ones in particular. There's a lot more to retinues than unit's base strength and numbers, and most retinues that look strong at first glance reveal themselves to be shamefully inefficient once troop composition and flank tactics are taken into account.

Also, perhaps more importantly, mind your location. Changing culture of the land itself in not an easy process and the penalty of not matching the culture of the lands you hold (less levies, less taxes, no access to cultural buildings) often outweighs the advantages of a different culture. Also, as a rule of thumb, evaluation of cultural retinues assumes that you have the appropriate cultural buildings in your capital. If your capital does not share that culture (and thus cannot support those buildings) your new retinues will end up being notably worse than expected. Fortunately, generic ones are always a solid backup choice.

Culture Succession allowed Warfare advantages Other
Han (Chinese) Castration
(to disqualify)

Superior leadership traits Way of the Dragon.pngWay of the Dog.pngWay of the Tiger.pngWay of the Leopard.png

  • Can adopt Chinese Imperial government
  • +1 monthly grace (if same culture as Chinese emperor. Same religion gives additional +1)
  • After an Invasion of China, dynasty is more likely to remain in power
Byzantine (group) Castration or blinding
(to disqualify)
  • Blind or castrate prisoners:
    • Blind prisoners to reduce their health and whomp them in duels.
    • Castrate prisoners to prevent them from inheriting titles or having children. This has many uses!
    • Either type of mutilation makes AI unwilling to support them as faction claimants.
  • Primary culture group of one of the largest de jure empires. Any character of Byzantine culture and Christian or Hellenic religion who wholly controls the de jure Kingdom of Thrace can Restore Byzantine Empire should it cease to exist.
Italian
  • Two of four the best retinues (or compositions) available. Poor pursuit though.
Scottish Tanistry
Irish
  • Heavy Infantry defense bonus from cultural building gives you the best feudal levies in the game.
  • Ireland in 1066 is one of the easiest starts in the game.
  • At earlier dates, Ireland is tribal so you can choose to progress towards either feudalism or merchant republic.
East Slavic (group)
  • Volhynian, Severian, and Ilmenian can all flip to Russian, which is required to unlock the "Russkaya Pravda" achievement.
  • Ilmen and Kiev are well-positioned to reform the Slavic faith.
Mongol Agnatic Only
  • Horde culture: can use Tribal Invasion if Pagan, and either Tribal government or Elective Gavelkind succession.
  • Can always raid for loot.
Nahua
Altaic (group)
  • Invasion culture: can use Tribal Invasion if pagan, and either Tribal government or Elective Gavelkind succession.
  • Can always raid for loot.
Hungarian
Khazar (Altaic)
  • Radhanite Quarter on silk road trade posts
Jurchen (Altaic)
  • Jurchen has access to strong 175 LC + 75 HC Retinues
  • Can adopt Chinese Imperial government
Khitan (Altaic)
Norse
  • Can always raid for loot.
  • Gets free shipyards by event in year 800.
  • In early starts, most Germanic pagans are Norse.
  • In early starts, most of Scandinavia is Norse.
  • Runestones (until 1150)
Arabic (group)
  • Very strong against Mongol invasion and nomads
  • Excels at assaulting holdings.
  • Berbers can always raid for loot
  • Bedouin, Egyptian and Levantine cultures feature Camel Warrior retinue, one of the best retinues (or compositions) in the game. It's in the same retinue cap efficiency tier as the pikemen, but provide slightly better use of supply limit and, unlike the pikemen, do not suffer from the low pursuit efficiency.
  • Camel cavalry unit is in unique strategic position as it is excluded from most terrain effects. Which, depending on circumstance, could be a boon or a curse. They are notably stronger in deserts, but aside from that they don't seem to care much where they fight - be it a mountain defence or a straight crossing attack, they always give the same results.
Pictish Tanistry
  • Light infantry with Feint tactic is strong against feudals
  • Supply limit prevents them from being effective in late game
Mandé
Breton Tanistry
  • Jousting Lists cultural building adds heavy cavalry to levies immediately, whereas Stables IV requires Castle Infrastructure IV.
  • Can flip to Norman
French
German
Norman
  • Can flip to English in the region of England
Occitan
  • Can flip to Norman
Tibetan Agnatic-cognatic (some)
  • Tibetan LI+LC retinue guarantees Raid tactic
  • Gompa Monastery boosts castle levy size
  • Can always raid for loot.

控制台

这里有几种通过控制台指令改变省份文化的方法:

  • "culture <角色ID> <文化代码>"—改变目标角色的文化(通过键入charinfo 以查询角色ID)
  • "Event 55000 <省份ID>"—它将改变省份文化至拥有者,省份ID详见省份
  • "Event 55001 <省份ID>"—改变至定居者文化
  • "Event 925 <省份ID>"—Converts the county where the targeted character is located to the culture of their liege

另见

角色 
个人属性 属性特质虔诚威望文化宗教家族称号好感
行为 外交决议教育婚姻/生育摄政人情
目标 派系野心阴谋生活重心
恶行 刺杀暴政驱逐处决逮捕剥夺头衔贿赂
其他 内阁廷臣疾病继承同盟